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one of the most
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important things for rendering an Unreal Engine
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5 is the post process volume
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if you don't know what that is
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it's basically
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a
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giant Instagram filter that you can add to your scene
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to add a post process volume
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you can go
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into your playsactors panel over here or the Q
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sign right here and click and drag into your scene
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now on average
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this is the best way to deal with the post process
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volume you're going to
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scroll up to your post process volume settings
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you're going to make sure
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that the location is zeroed out
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and then you're going to go to the search bar and type
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U and B now what this is gonna do is basically
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make
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the post process volume and compets the entire scene
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so wherever your camera is
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then you're gonna be getting the
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effects of the post process volume
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I'm gonna take
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this and move it to a folder at the top of my outliner
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over here
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I'm just gonna show you what it does really quickly
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so I'm gonna clear out my search bar of the UN
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found that we just change
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and then if I go into let's say
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my exposure settings right here
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I can go in
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and change how bright or how dark my image is
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and if I were to leave this
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camera and do the same thing
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it's going to adjust the entire scene and make things
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darker or brighter
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so the post process
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volume is the first thing that you should
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pretty much add to any
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cinematic that you want to make an Unreal Engine
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in today's video
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I'm going to show you some of the visual
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effects that you can
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add to your scenes using the post process volume
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so the most
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important ones that most people will end up using
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in the post process volume are gonna be your bloom
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lens flares and maybe some other
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chromatic aberration and other lens effects
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the first thing is bloom
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if we turn on the bloom right here
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by going into your post process volume and
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under the lens settings
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Bloom settings
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we can select the method and we can change it between
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standard and convolution
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we're going to stick with standard for now and if we
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select the intensity and bring it up
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we can increase the glow
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around the brightest parts of our image
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so if we were to go in and change
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this threshold we can say
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what of our brightest parts is going to create
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that glow now
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standard and convolution
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are interchangeable
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but for cinematics a lot of people use convolution
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the problem is that convolution is more expensive
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as in you have to pay me money to use it
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I'm kidding you don't need to pay me money to use it
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instead
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it just takes more rendering and processing power
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in general if you're doing cinematics
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I have not noticed a significant frame drop or
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performance hit
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so convolution is fine a lot of the time
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again we can go in and change our intensity
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we can also go into the advance tab and say hey what is
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going to affect our convolution settings and
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how detailed are we going to get with the
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Bloom effect under
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our post process volume
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now if we leave this camera
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we can
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still see that we're affecting the rest of the scene
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but in general
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if you turn off the post process volume
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we're going to turn off that bloom effect
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and that's going to apply to all the other visual
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effects that we're going to see in this tutorial
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so I'm gonna go back into my camera
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and if I look through
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my main camera
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by selecting this little button right here
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now I realize I forgot to turn
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my post process volume back on
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we can see that we're getting a bunch of
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glow and bloom and artifacts across our scene
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that's gonna
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bring me to the next setting that's super valuable
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in the VFX settings of the post process volume
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I'm gonna scroll down and we're gonna have this setting
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called lens flares and we can find it right here
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we can see that if we increase this value
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or increase the bocus size
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we're gonna get these artifacts
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they're basically lens flares
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that are hitting the lens in
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this video game scene this unreal scene
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so the reason
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why you might have this is let's say you have a light
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source in your scene and you want it to create
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this cool looking effect
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but the problem that I have with lens flares in Unreal
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Engine is that it looks a little fake
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if we were to pull up Shot Deck which is a resource for
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gathering reference images from films TV
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just some of the best work in the world in Hollywood
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we can see that
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a lot of the time
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any lens flare that we're searching for
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in this image database
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we're only getting one light source and maybe a couple
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lens elements hitting the frame
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versus if we go back to Unreal Engine
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we can see that we're getting a ton of
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lens flares across our screen
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now
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you can adjust this by adjusting your scene and having
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less light sources
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you can adjust the threshold
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you can go in and be like only one
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thing is going to affect and create that lens flare
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but on average
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I don't like using the lens flares in Unreal
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Engine because I just don't think they look
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that realistic
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granted if you're making a game
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and this is what you need to use to create
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the real time
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experience effect
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sure go ahead and use lens flares
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in the post process volume
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but I personally
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don't like using it for my
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work and commercials and
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cinematics and stuff like that
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so what I do with my Bloom
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my Boca my
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lens flares all that is I just set everything to zero
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and then I just turn it off
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I turn off the bloom
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I turn off the intensity
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I bring the threshold to a much higher number
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I just make sure that I'm not going to get
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any artifacts of bloom and lens flares in my scene
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now when it comes to creating visual effects
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a lot of the time artists will
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dirty up a piece of footage an image
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to make it look a little bit more realistic
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versus a cinematographer
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will do their best to try and have the most
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perfect image on screen
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and it's a balance of both
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so we need to be really subtle with the next visual
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effect I'm going to show you
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the first and
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perhaps the most prominent that a lot of artists
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add on too much at the beginning
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of a project is chromatic aberration
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and if I turn this on here and I increase my value
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we're getting this interesting little
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red green blue separation of our image
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now I don't like this
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you can use visual effects if you want
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you can add even a dirt mask and you can create some
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smudges on your lens
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I'm not gonna touch my lens because that's just gonna
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look gross but you could
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add this in the post process volume if you like
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you just need to add a texture in this slot right here
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I turn these off a lot of the time
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because I don't think they look best in unreal
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the only visual effects that I would even consider
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adding if I really needed to is if I scroll down
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to my image effects I have a vignette
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and basically that's just going to
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darken around the images of our frame to make it
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focus on the center of our frame
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but here's the kicker
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if I jump over to Da Vinci Resolve
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I would do all of these effects in Da Vinci
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so I could do the same thing
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I can go into my library and I can type in a glow
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and I can create this glow effect
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and now I'm getting that same bloom
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or I can add a halation which is another type of
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glow effect around
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lens elements in a true camera
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and we can get a much more interesting look
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same thing with a vignette
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I can add another node by hitting LTS on my keyboard
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undo that because I turned off some nodes lt
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on my keyboard
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I can go into my power window
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I can add a mask by selecting that node add mask
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I can shape it up however I want
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and then I can just affect what I need to effect
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invert that
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and I'm achieving the same thing that the post process
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volume can do
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in my other dedicated color grading software
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now why would you do this
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the first thing is that if you are dealing with
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a small project
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you can do a lot of the stuff
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with the post process volume in Unreal Engine
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well let's say hypothetic
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you're dealing with a much bigger project with
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different scenes
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different shots
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lots of different tools that you need to manage and
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other artists in the scene
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I don't like using this post process
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volume setting because
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a lot of that final
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look elements such as chromatic aberration
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or our lens flares our Bloom etc etc
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that might need to be handled in da Vinci for
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an entire project overall
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so that is the post process
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volume visual effect settings that I use
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Bloom lens flares I turn them off
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and I may adjust
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my vignette if I want to but if you need to know
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how to do that in Unreal Engine
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that is where you would adjust your visual
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effect setting in
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the post process volume
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I hope you Learned something from this video
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if you did
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let me know in the comments section down below
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questions comments concerns
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comment section is down there for that as well
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and I will leave you with the final tip
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eat one grammar protein
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per pound of bodyweight and you'll make some games
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go bye my friends
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bye
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